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Hello everyone, I am looking all over the place recently if there is any script or code out there that simply just works in MP and displays, say if you play with a few friends, all the players and simply their kill count on a small text list on screen. We are not satisfied with how the score board works in Arma and want something what we think is a bit more concrete display of number of kills, where everyone, including civilians adds +1 to number of kills for the individual player. Or if not binding the score to a player, maybe bind it to a unit's variable name to show. https://techlethal.com/2013/03/21/arma-3-alpha-scripting-a-kill-counter-that-keeps-track-of-ai-kills/ This is the closest I got, but it only works in SP. Any tips or feedback is appreciated!
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Get rid of side Kill Counter on HUD
MisterCat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do I get ride of that kill counter thing? -
GF Kill info Script by GEORGE FLOROS [GR] Description: GF Kill info Script , 3 types of notification available. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Kill info Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This killfeed script , has 3 types of notification available. The notifications will display , only when a player is killed. For AI kills display there is available this script : GF Headshot + Killfeed Script Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40259 Armaholic GF Kill info Script
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Hi, i have the following problem... if i kill somebody on my TDM server he dies and i have a respawn cooldown for 3 seconds... so the death person is 3seconds on the ground and then respawns, but in this millisecond the player respawns is spawning a person with no gear only a blue uniform on the death body, after ~0.5 sek the man despawns and the death body is away, if you kill this blue man the person who was killed will die 1 more time... how can i disable those blues on the death/respawn? *sry for my bad english!*
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civillian See if any Civillian is killed
Play3r posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
i have found this script somewhere can't remember where. I want to know if it can be changed to count all Civillian on the map, i understand that this script only counts if any CIV out of the 16 that have to be on the map dies it will end the game. I have to check if the CIV is killed by Player and not any AI killing AI I am using Bangabob's COS and i do not know how many Civillian that there is on the map, so all i want is that if you kill ONLY ONE you have failed the mission. Can that be done with some kind of script like this one : [] spawn { while {true} do { sleep 3; _cnt = { side _x == civilian } count allUnits; // allUnits implies men & alive and not waiting for respawn if (_cnt < 16) exitWith {"Loser" call BIS_fnc_endMission}; // works also in SP but you can use: "loser" call BIS_fnc_endMission for SP mission "16is the number of civ" } }; -
Killer info in cutText on player killed
HonzaVinCZ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I'm working on my multiplayer mission and I'd like to ask if there is possible to make killer info in cutText in onPlayerKilled.sqf or any other way but still by cutText. I'm not very experienced with scripting, I can understand to easier scripts or some parts of more difficult scripts. So I'd also like to ask if you would be so nice to also add some explain into code like //This makes... The respawn timer set by mission is 5 sec. My current onPlayerKilled.sqf: cutText ["","BLACK OUT",4]; My onPlayerRespawn.sqf: cutText ["","BLACK IN",2]; [player, [missionNamespace, "Var_SavedInventory"]] call BIS_fnc_loadInventory; So I'd like to make something like "You were killed by <killer> with a <killer_weapon>." in cutText when player is killed. I tried to edit one script and used it in onPlayerKilled.sqf but it does not work so it must be totally wrong edited... KAI_fnc_killedInfo = { _killerName = name (_this select 0); _weaponName = getText (configFile >> "cfgWeapons" >> currentWeapon (_this select 0) >> "displayname"); cutText format [You were killed by %1 with a %2", "BLACK OUT", _killerName, _weaponName]; }; { _id = _x addMPEventHandler ["MPKilled", { _nul = _this call KAI_fnc_killedInfo; }]; } foreach allUnits; Any ideas plese? -
New World Record for Longest Sniper Kill Shot (3540 m)!!!
Best Sniper Simulator posted a topic in OFFTOPIC
An unidentified sniper from the elite Joint Task Force 2 made the shot from a distance of 3,540 meters using a U.S.-made McMillan Tac-50 rifle and Hornady 750 gr Amax ammo chambered in .50 BMG cartridge! The Canadian Armed Forces confirmed Thursday that a member of Joint Task Force 2 made the record-breaking shot, killing an Islamic State insurgent during an operation in Iraq within the last month. The elite sniper was using a McMillan TAC-50 sniper rifle while firing from a high-rise during an operation that took place within the last month in Iraq. It took under 10 seconds to hit the target. “The shot in question actually disrupted a Daesh [Islamic State] attack on Iraqi security forces,” said a military source. “Instead of dropping a bomb that could potentially kill civilians in the area, it is a very precise application of force and because it was so far way, the bad guys didn’t have a clue what was happening.” The military source said the JTF2 operation fell within the strictures of the government’s advise and assist mission. “As stated multiple times in the past, members of the Canadian Special Operations Task Force do not accompany leading combat elements, but enable the Iraqi security forces who are in a tough combat mission,” the statement said. “This takes the form of advice in planning their operations and assistance to defeat Daesh through the use of coalition resources.” The kill was independently verified by video camera and other data. “Hard data on this. It isn’t an opinion. It isn’t an approximation. There is a second location with eyes on with all the right equipment to capture exactly what the shot was,” another military source said. A military insider told The Globe: “This is an incredible feat. It is a world record that might never be equalled.” The world record was previously held by British sniper Craig Harrison, who shot a Taliban gunner with a 338 Lapua Magnum rifle from 2,475 metres away in 2009. Previously, Canadian Corporal Rob Furlong had set the world record in 2002 at 2,430 metres when he gunned down an Afghan insurgent carrying an RPK machine gun during Operation Anaconda. Weeks before, Canadian Master Cpl. Arron Perry briefly held the world’s best sniper record after he fatally shot an insurgent at 2,310 metres during the same operation. Both soldiers were members of the 3rd Battalion Princess Patricia’s Canadian Light Infantry. U.S. Sergeant Bryan Kremer has the longest confirmed sniper kill shot by a U.S. soldier. He killed an Iraqi insurgent with his Barrett M82A1 rifle at 2,300 metres in 2004. JTF2 special forces are primarily tasked with counterterrorism, sniper operations and hostage rescue. Much of the information about this elite organization is classified and not commented on by the government. The unit’s snipers and members of Canadian Special Operations Regiment, who are carrying out the main task of training Kurdish forces, have been operating in tough conditions in Iraq. The Trudeau government pulled CF-18 fighter jets out of Iraq in 2016 but expanded the military mission, which will see the number of Canadian special forces trainers climb to 207 from 69 in an assist, train and advise mission. Canadian commandos are not supposed to be involved in direct combat, but are authorized to go up to the front lines on training missions with Kurdish Peshmerga fighters and to paint targets for coalition air strikes. For operational security reasons, sources would not reveal the names of the elite Canadian sniper and his partner, nor the location where the action took place. A sniper and his observer partner are often sent to remote and dangerous locations to hunt down insurgents while having to carry heavy equipment. Once they have located the target, snipers follow the same methodical approach before each shot. Breathe in, out, in, out, find a natural pause and then squeeze the trigger. Canada has a reputation among Western military forces for the quality of its snipers, despite the small size of the Canadian Armed Forces compared to the United States and Britain. “Canada has a world-class sniper system. It is not just a sniper. They work in pairs. There is an observer,” a military source said. “This is a skill set that only a very few people have.” The skill of the JTF2 sniper in taking down an insurgent at 3,540 metres required math skills, great eyesight, precision of ammunition and firearms, and superb training. “It is at the distance where you have to account not just for the ballistics of the round, which change over time and distance, you have to adjust for wind, and the wind would be swirling,” said a source with expertise in training Canadian special forces. “You have to adjust for him firing from a higher location downward and as the round drops you have to account for that. And from that distance you actually have to account for the curvature of the Earth.” Source: https://www.washingtonpost.com/news/morning-mix/wp/2017/06/23/how-canadas-tiny-military-produced-deadly-record-breaking-snipers/?utm_term=.654ffa726d7c https://www.theglobeandmail.com/news/politics/canadian-elite-special-forces-sniper-sets-record-breaking-kill-shot-in-iraq/article35415651/ https://en.wikipedia.org/wiki/Longest_recorded_sniper_kills Their Loadout Specs (Most Likely): https://drive.google.com/file/d/0B-evVfZruOxISVpISjB1Wld0OW8/view https://drive.google.com/file/d/0B-evVfZruOxIUi1UTkppQmF0Y00/view- 13 replies
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- arma 3
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- chris kyle
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Arma3 stats system (armaNET) and BIS revive script problem
doomnet posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
HI, i use stats system with armaNET sqlite database, for counting kills and deaths etc.... when using inbuild revive script from BIS and stats system, when you are wounded and have no choice to be revived, the player death counts are 2 after respawn! i hope its clear enough lol i will try to explain better: for exemple player get killed it counts 1 death, and the revive system comes up, if nobody revives you and you respawn then the death count is 2 for the player. that's the problem ! it should not be count 2 deaths but only one, else if you push respawn button in revive system the killticker will say player killed himself. so my question is how can i fix this ? revive system should be ignored in deaths count. Player in revive state is defined as dead.